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Kalashtar
Legacy
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Species
Eberron: Rising from the Last War
to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as
for any noble cause.
10
You are obsessed with Dreaming Dark conspiracies.
Hunted by Nightmares
The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Monstrous Compendium Vol. 2: Dragonlance Creatures This bestiary provides game statistics and lore for eleven monsters that, while linked to the fantastical and war-gripped Dragonlance setting, are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
in the campaign, and a synopsis of the adventure. The four elemental cults, which serve as the primary foes of the campaign, are also described in this chapter. Although the cults are all linked by
’ travel from the great city of Waterdeep. A handful of small towns and outposts are scattered through the region, linked to more populous lands by ancient roads and the broad river. The heart of this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Introduction: Ascend to Adventure The Infinite Staircase spirals endlessly in a vast, dreamlike expanse, twisting upward and downward to countless doors linked to every world and plane of existence
, iconic monsters, and unforgettable encounters—including one indelible brush with a cute little bunnyoid on a stump in a crashed spaceship—these stories have entertained players since their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
who has fled from a polis into the wilderness.
5 Triumph in a contest of strength or charisma to prove Heliod’s superiority over the other gods.
6 Defeat a champion of another god (most
likely Erebos, Purphoros, Phenax, or Mogis).
A Heliod Campaign A campaign structured around champions of Heliod might cast adventurers as valiant protectors of civilization. Rampaging monsters
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Hunted by Nightmares The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate the realm. The rebel quori believe that through meditation
dark powers of Dal Quor have their own plans on Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible. Many
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Hunted by Nightmares The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate it. The rebel quori believe that through meditation and
powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible. Many kalashtar
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
original contract resembles the copy stored in Thavius’s infernal puzzle box: nine square plates of infernal iron linked together by short chains, each plate inseparable from the others and inscribed
back to the Material Plane to kill him. His location in Baldur’s Gate (or the chance that he might have fled the city) is left to your determination, as is the process by which the characters can track
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ghost Story Torments Whether they’re living monsters or ghosts, Darklords in ghost story settings are the architects of their own tragedies. Ghost Story Torments d8 Torment
1 The Darklord
dozen phantoms cater to the Darklord; each spirit is an emotion he can no longer feel.
4 Vampiric spirits keep the Darklord forever young, but physical sensation fled them long ago.
5 Despite
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. When the first Deck of Many Things was created, the Donjon card was linked to the sphere, sending prisoners there.
Jim Zaccaria
The collective distress of the sphere’s prisoners ultimately
attracted the attention of a group of feyrs: Astral Sea monsters that feed on creatures’ nightmares. The feyrs infiltrated the Donjon Sphere and wrought havoc, forcing the sphere’s stewards to abandon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
12. Monsters found in areas 4 through 11 have fled to area 1 by this time, unless stopped by the characters. If engaged in combat, they attempt to disengage and flee. Any surviving ghasts in area 12
move to area 1. Unlike the other creatures aboard the ship, they stop to fight any characters they encounter but ignore spiders, Krell, and other creatures found aboard the ship. Monsters in area 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
were hunted by monsters 16–18 Built as a stronghold but abandoned after it fell to invaders 19–21 Built as a treasure vault to protect powerful magic items and great wealth 22–23 Built atop a cloud 24–26
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
castles are haunted by ghosts and prowling monsters. Sensible valley dwellers avoid them. In recent years, four elemental cults have taken over the keeps. The cultists are careful to keep the curious
stands deep in the Sumber Hills “where the worst monsters are” — and as a result local hunters, prospectors, herbalists, and woodcutters rarely go near the place. Scarlet Moon Hall is secretly the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the
turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the
turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
destruction for its own sake. Creatures of elemental fire are most likely to take up this reckless philosophy; even non-intelligent fire monsters sense the reckless lust for destruction lurking in the hearts
his palace. Vanifer fled to Zazesspur, but her former master’s agents soon found her. She fled again to Baldur’s Gate, taking up residence in the poor neighborhood known as Little Calimshan. There she
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the earth — directly or indirectly. In areas where the influence of Elemental Evil takes hold, animals and monsters that live or burrow in the ground accept the cultists as allies. Creatures
such as ankhegs or bulettes, normally too stupid and ravenous to be trained, submit to the will of the Black Earth. The monsters allow themselves to be herded or ridden into battle against the enemies of
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
completing this stage of the journey might involve combat, careful negotiation, or both. The third and longest stage might involve encounters with unexpected monsters—from a Giant Crab to a Kraken —living
scorpion-god and strike terror into their enemies’ hearts. Umbragen Shadow Walker. Umbragen drow are the descendants of drow who fled the giants and found refuge underground. For countless generations, they
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
how to bring it to life through your adventures. Creating Atmosphere. Threatening traps and monsters alone don’t create exciting D&D adventures. This book provides techniques to help you build
book are right for your game and promise the most fun for all players. Uncle Rudolph,
We continue our pursuit of that were-wretch, Natalia Vhorishkova. Before she fled our last confrontation, she
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
has “tall, furry monsters with big ears” (bugbears) working for him. Side Quest: Mirna’s Heirloom. Though her family has nothing to offer as a reward, Mirna tells the characters that she might know
where a valuable heirloom is hidden. When she was a young girl, she and her family fled from the town of Thundertree after undead overran the place. Her family had an herb and alchemy shop, inside
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the characters view the villagers as victims or monsters? The following section, “Viktal and the Tithe,” explores how to draw characters into the village’s eerie traditions. Beyond Viktal, the
glowing cavern that leads into the tunnels of Arak.
4 The Parrish family fled Viktal in fear of Mother. They seek help revealing her malice to their former neighbors before she finds them.
5
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
peeking out from under the cap. Many Thayans have shaved, tattooed heads, however, but only a few are Red Wizards. Countless Thayans fled their country when the lich Szass Tam seized control, so they
are not entirely strange on the Sword Coast. If questioned, Jos claims to be just another Thayan expatriate trying to find refuge while his country is controlled by undead monsters. In fact, other than
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
tattoos peeking out from under the cap. Many Thayans have shaved, tattooed heads, however, but only a few are Red Wizards. Countless Thayans fled their country when the lich Szass Tam seized control, so
they are not entirely strange on the Sword Coast. If questioned, Jos claims to be just another Thayan expatriate trying to find refuge while his country is controlled by undead monsters. In fact, other
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
monsters. White Plume Mountain is an almost perfectly conical volcanic hill formed from an ancient slow lava leakage. It is about 1,000 yards in diameter at the base, and rises about 800 feet above
often enough to keep the leaders in line. Under Keraptis's overlordship, the influx of rapacious monsters and raids from the wild mountains decreased markedly, dwindled, and then almost stopped
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, while the land of Iuz was overrun with evil bandits and monsters. Iuz’s absence turned him into a legend and attracted a host of new followers, whose misplaced faith invested him with the power of a
Hills have become filled with marauders and monsters. While the Wegwiur battle Iuz’s forces in the Howling Hills, scouts and troops from Furyondy join forces with Highfolk’s defenders to drive out the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragon Armies in unfamiliar lands. You could have fled Silvanesti with your people but now seek a way to restore your homeland. Or perhaps you’ve spent your life exploring the world, cultivating
rare, you can create sea elf characters using Mordenkainen Presents: Monsters of the Multiverse. PEOPLE FROM BEYOND
Peoples who aren’t native to the world still might find their way to Krynn. It’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
remnants of Ascalhorn were pursued to the citadel’s doorstep some time later. Then the Forgemaster of Sundbarr aided the humans in fighting off the demons and other monsters that chased them. In
into the city, slaughtering the human population on the surface and driving what few defenders remained into the caverns below, and from them many fled through the Underdark. The dwarves of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace and the Treaty of Thronehold. He fled to the city of Stormreach in Xen’drik with a small band of followers, and he continues to rally support against “the monster that sits on our throne
close ties to the Plane of Mabar. Monsters sometimes slip out of the Nightwood to threaten the surrounding regions. Criminals and fugitives who flee into the Nightwood find the dangers within deadlier than any Karrnathi executioner. Fort Bones
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, ogres, bugbears, and goblins died that day. The survivors fled, only to stumble into an Uthgardt ambush. At that point, it became clear to those who remained alive that Lob and Ogg were poor guides and
misadventures. The following monsters make it to Goldenfields and participate in the attack: Six hill giants, including Lob and Ogg Twelve ogres, six of them fitted with goblin huckers Twelve
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
power of the Spawning Stone—the source of the vicious monsters called slaadi. The Dragon Army evacuated the ruin, but not completely. The evil cleric Belephaion, Lohezet’s peer, was fascinated with
scared but unharmed. Once she confirms the characters aren’t monsters, she removes the barricade and shares the following facts: When Yearkal was captured and brought here, the Dragon Army made her join
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
A way of getting from one plane to another A way for spells and monsters that use the Astral Plane and the Ethereal Plane to function Once you’ve decided on the planes you want to use in your
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
accompany fools on their descent for cheap. Monsters and unusual pests plague Undersigil and its inhabitants. Screams of terror echo in its deserted halls, muffled by the leathery wings of vargouilles
Drowned Nations, a flooded expanse of rank, lukewarm reservoirs and the swampy tunnels that connect them. An enormous drain linked to the Elemental Plane of Water rests in the turbid depths. It’s
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
monsters into the tower. Soapwort’s chamber has long since caved in, and his bed is buried underneath a pile of rubble. Characters who spend at least 30 minutes clearing the wreckage discover humanoid
. Collapsed Rooms These rooms have collapsed entirely, choking this floor of the tower from floor to ceiling. The soldiers were in the process of clearing this rubble when they fled the tower and their picks
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
from a mentor but had to join the guild to finish my training. Hermit d6 I became a hermit because … 1 My enemies ruined my reputation, and I fled to the wilds to avoid further disparagement. 2 I am
fortune elsewhere. Soldier d6 I became a soldier because … 1 I joined the militia to help protect my community from monsters. 2 A relative of mine was a soldier, and I wanted to carry on the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
surprise the cultists if they sneak up on them after silently opening the door from area E1. If combat ensues here, any monsters present in areas E3 and E4 are alerted to the battle and arrive after
plunges into the dark. As you approach, a hollow voice booms from beyond: “Who dares disturb the rest of Chardansearavitriol the Ebondeath?”
The characters now face Ebondeath. If the dragon fled Leilon






